Dev Log #2 - 23nd December 2024


Hey everyone! This dev log is a mix of personal reflections and some exciting game updates. Let’s dive in!

Why the Name: Rotten Dawn?

I want to start by talking about the meaning behind the name Rotten Dawn. It’s more than just a cool-sounding title; it represents both the core themes of the game and my personal journey.

  • Rotten represents decay, destruction, and the aftermath of a world broken down. In the game, this shows up in a world ravaged by zombies, where survival is a constant struggle against the remnants of what was once alive. But it also reflects my personal experiences—things in life that have decayed and the emotional toll of dealing with false accusations and struggles that felt like everything was falling apart.
  • Dawn, on the other hand, is about hope—a new beginning after the darkest night. In Rotten Dawn, it represents the chance to rebuild after destruction. Game development has become my way of holding on to hope, of working toward my own dawn, even when things seem dark. Each time I open Unreal Engine, it feels like a small victory, a step toward rebuilding both in the game and in life.

Progress Update: Interaction System and Inventory Overhaul

In terms of game progress, the big focus recently has been on refining the interaction system. Initially, I considered adding a context menu for interacting with items in the world, but after some thought and feedback from others, I decided to go with a more streamlined system. Now, you’ll see just one clear action, like "Pick Up" or "Use," which keeps the gameplay more intuitive.

The inventory system has also undergone some big changes. Items can now be added, dropped, and spawned back into the world. I decided to avoid item stacking for now—it feels more immersive to have players manage each item individually rather than stacking them up endlessly. This adds a bit more strategy to the inventory without becoming overwhelming.

Bug Fixes and Player Stats

There were a couple of frustrating bug-fixing days too. I spent an entire day trying to figure out why item widgets weren’t properly following physics-enabled items. After hours of tweaking, a simple editor restart magically fixed it—probably an engine bug.

The next day, I spent hours wrestling with a variable that refused to clear. In the end, adding a simple “sequence” node before resetting the variable cleared the issue. It's moments like these where you realize game development is as much about perseverance as creativity!

I’ve also started working on player stats—Hunger, Health, Stamina, and Thirst. I want these to be important, but not too punishing. The goal is to create a survival system that’s challenging but still fun, where players don’t feel like they’re constantly searching for food or water to survive.

Losing Motivation Over the Holidays

I’ll be honest—this holiday season has been tough for me, and I’ve felt a noticeable drop in my motivation to work on the game. Balancing personal challenges with development has been hard, and there were days where I struggled to find the energy to keep going. But at the same time, working on Rotten Dawn gives me a sense of purpose and a way to stay grounded. I'm pushing through, even when it feels tough, and I appreciate your patience and support.

Next Steps: Player Stats and Weapon Systems

Looking ahead, I’m planning to finish up the player stats system and refine how stamina, hunger, and health impact gameplay. Once that’s done, I’ll circle back to the inventory system to add contextual menu options for things like equipping and using items directly from your inventory.

After that, I’m excited to dive into the weapon systems. The goal is to create a fluid and dynamic combat experience that adds depth to the survival mechanics.

That’s where things stand right now. Thank you all for sticking with me through both the game’s development and my personal journey. Every bit of progress feels like a small win, and I appreciate your continued support.

Until next time.

Comments

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" After hours of tweaking, a simple editor restart magically fixed it—probably an engine bug."

The worst kind of bug!!

I like the no-stack inventory!  Definitely adds a sense of resource scarcity.

Its a bug that always get me - I need to learn to start restarting the editor before bug fixing 😆

Its been a tough choice with the no-stack, vs stacking but i want a more "realistic" approach to the game mechanics etc...